Magus0Mind00

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  1. 1 vote
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    1 comment  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Magus0Mind00 commented  · 

    If you turn the surface snap guide on, you can paint onto a shape like a sphere.

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    3 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Magus0Mind00 commented  · 

    Up and down are a spectrum of numbers from -1 to 1. You could use an AND gate and a calculator to only send the signal when it's a positive number (assuming positive is up).

  3. 17 votes
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    8 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Magus0Mind00 commented  · 

    Workaround:

    Remix the animated puppet and bring into the same scene the new puppet. Scope into the new puppet, select each body part, one at a time, scope out and then while still holding the body piece scope into the animated puppet, grouping the new piece with the animated piece.

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    1 comment  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Magus0Mind00 commented  · 

    Try laser scopes on the puppet looking for a goal tag. Then find a way to aim a force applier in the direction of the goal relative to the puppet.

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    4 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Magus0Mind00 commented  · 

    Group the stair with a keyframe that turns it from off to on. Then clone the step and keyframe group. When wiring all the keyframes to your logic, hold shift while connecting wires to quickly link a single output to multiple different inputs.

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    1 comment  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Magus0Mind00 commented  · 

    While grabbing the sculpture to add, scope into the puppet. Make sure the sculpture you're adding has the movable tweak setting turned off. While scoped into the puppet, select the sculpture to add, and the body party it should be grouped with, and make them a group.

  7. 2 votes
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    3 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Magus0Mind00 commented  · 

    You can not select more than one shape at a time in sculpt mode. This means you may want to make smaller sculpts that are only a section of a whole object, or that you are happy with the edits you make to a sculpture before moving on to the next design decision.

    This limitation was a bit anoying at first, but I adjusted my workflow and haven't been bothered by it for weeks.

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    4 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Magus0Mind00 commented  · 

    You're going to have to dive into the Logic!

    You could use a counter gadget and calculator gadgets for keeping track of the ammo. A number displayer to list the current ammo count. And then you start wiring inputs and outputs from the various gadgets together.

    It's pretty intuitive if you can surrender to the trial and error process.

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    2 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Magus0Mind00 commented  · 

    Find one in real life to study and take pictures of.

    Sculpt a single link with the curve tool. Multi-clone and profit.

    I remember seeing one on the Dreamiverse, so you could also search and see if you can remix that one.

  10. 3 votes
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    2 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Magus0Mind00 commented  · 

    To keep the same brush settings into the next sculpt/painting, click the context menu to start new, and you'll retain your settings. You can also use the same shortcut for scoping in to switch objects while you're already scoped in.

  11. 2 votes
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    2 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Magus0Mind00 commented  · 

    Increasing the loseness setting can help here. You can also adjust soft-blend if you are using the stamp shape tool (not the default smear tool). Both loseness and softblend are in the edit shape screen, and also have shortcuts for the move controllers.

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    4 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Magus0Mind00 commented  · 

    Unfortunately I think a fair bit of it will just depend on trial and error on your part. If you want to send me your Dream, I could play around with it. But I haven't fully figured out advanced movers myself, and am not sure I could really help you.

    Here is one thing you could try:
    To modify the value being output by the controller gadget, so that it goes between zero and the full strength value you want for the mover, use a calculator gadget and multiply the signal before wiring it into the mover. (e.g. if the control output only gets the strength value up to 50% and you want to go to 100% you'd multiply the controller output by 2).

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    Magus0Mind00 commented  · 

    There seem to be at least three options for animating a character: build it onto a deluxe puppet, add puppet interface and controller gadget to a microchip, or use simpler control schemes and skip the puppet interface.

    Since your character is pretty simple, you could probably go with option three. Attach a microchip to your group of objects, and put a controller gadget and a mover gadget inside. You can add individual key frames or timelines with multiple keyframes into your microchip to animate additional character behaviors.

    Also, one of the recent Mm streams goes into some detail about working on characters.

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    3 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Magus0Mind00 commented  · 

    This is too complex to write via text. But the basic idea is you need to use key frames and logic to animate character actions based on specific button presses and game conditions.

    Wiring the left arrow output of a controller gadget to a counter then to a selector is the first step in setting up a way to track combat vs. non-combat mode.

    A timeline with the various keyframes of your attack animation will take a while to get looking good, but can then be wired to the logic you set up to trigger it.

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    6 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Magus0Mind00 commented  · 

    Characters are certainly one of the trickier things to build in Dreams! Here's what I try to do.

    Scope into a puppet once and start sculpting the body part I want. Select the new sculpt and the puppet piece it is replacing, then group them. After each body part, scope back out to the overal puppet group and move your puppet to make sure it's working. You could even go into play mode after each body part is added to be extra sure things are working as expected.

    I've had a couple characters go wonky, and I just gave up on them...

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    4 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Magus0Mind00 commented  · 

    I can't really understand what you're trying to do from the description. But just based on the title, you could wire the trigger zone to two separate calculator gadgets set to subtract different amounts.

  16. 3 votes
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    2 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Magus0Mind00 commented  · 

    Look for precise move in the guides menu

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    4 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Magus0Mind00 commented  · 

    You might not need a bolt for the effect you describe.

    Select both objects and group them. Create a timeline, then use an action recorder or keyframes in the timeline to record moving the group. When you get to the point in time where the objects should fall apart, add a keyframe and record turning the movable setting to on in the tweak menu of each object.

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    2 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Magus0Mind00 commented  · 

    Check out the guides menu - grid and precise move should help you get your OCD on!

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    3 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Magus0Mind00 commented  · 

    As far as I know, there's no way to edit an action recorder (other than to retake, or restart the timeline and record additional changes).

    I'm not sure, but you could try getting relative movement by grouping the object to be moved with another sculpt that you later turn invisible.

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    2 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    Magus0Mind00 commented  · 

    Wire the output of the right stick in a controller gadget into a NOT gate. Wire the NOT gate into the power of your follower gadget.

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